What class should I write a guide for?
Moderator: Moderator
What class should I write a guide for?
I feel like writing a guide; however, I have no idea what class I should write one for, and I don't particularly want to write something no one is interested in anyway.
Hence, the question: what class are you (particularly new players) interested in, or far what class do you (particularly old players) think a guide would be a good idea?
Hence, the question: what class are you (particularly new players) interested in, or far what class do you (particularly old players) think a guide would be a good idea?
Re: What class should I write a guide for?
I don't think I've seen many guides about traps-focused rogues and/or slingers. Yet they're fun (although a bit challenging) to play.
Re: What class should I write a guide for?
Slinger as in Archer/Slinger? Or as in Rogue with a sling?
Re: What class should I write a guide for?
As in Archer/Slinger. I wrote "slinger" because, even though bow users can use traps too, the synergy isn't quite the same. Traps and slings require Cun, Trap Mastery's counter-detection & disarm scales off Cun, you can knock targets back into your traps with Inertial Shot, etc.
Re: What class should I write a guide for?
I never really liked traps. They are fun, but somewhat underwhelming - there are just so many better ways to spend your skill points for both rogues and archers, making traps more of a gimmick, really. Not to say they are useless - they aren't - just that they seem subpar beyond midgame (here we go again
).
Edit: They do seem to fit in somewhat more naturally with slingers, though.
Edit 2: Trap damage also scales with Cunning, even though it's not in the tooltip.

Edit: They do seem to fit in somewhat more naturally with slingers, though.
Edit 2: Trap damage also scales with Cunning, even though it's not in the tooltip.
Re: What class should I write a guide for?
Well, traps are indeed underwhelming, and there are better ways to spend your points from a powergaming perspective if you just want to play the class (rogue or slinger), I agree 100% on that. But the tree is there, and it's no less legitimate to tell yourself "I want to play with traps" than "I want to play a rogue or a slinger", is it? If you build around the trapping tree rather than just "with" it, it isn't a gimmick anymore.
Of course, that was just an idea for a guide that hasn't been done yet (afaik). If you want to write about something else, that's fine.
Of course, that was just an idea for a guide that hasn't been done yet (afaik). If you want to write about something else, that's fine.
Re: What class should I write a guide for?
I wholeheartedly agree - it is well worth playing something for the fun of it. Is it worth writing a guide for? Maybe.
However, in case of the rogue, I need to force myself to use traps in most situations, because other ways of handling them are faster/more effective/less clumsy, and thus ultimately more fun.
On a slinger, traps feel far more natural. Anyway, I think I'll just start by upgrading the (way outdated, both by content and by player skill) slinger guide I wrote 2 years ago (and totally forgot about). Thanks
Any other suggestions are still welcome, though.
However, in case of the rogue, I need to force myself to use traps in most situations, because other ways of handling them are faster/more effective/less clumsy, and thus ultimately more fun.
On a slinger, traps feel far more natural. Anyway, I think I'll just start by upgrading the (way outdated, both by content and by player skill) slinger guide I wrote 2 years ago (and totally forgot about). Thanks

Any other suggestions are still welcome, though.
Re: What class should I write a guide for?
As a newcomer, I'd be interested in seeing a new Wyrmic guide. I understand they used to be quite weak by endgame because of low damage, but that when one of the Wyrmic balance mods was rolled into the base game they became stronger. It would be nice to see the before-and-after laid out by someone who has experience with both (if indeed you do, that is). Especially since there's a fair amount of room for different builds within the class.
-
- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: What class should I write a guide for?
I'd personally like to see a guide for either Demonologist or Doomed
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: What class should I write a guide for?
As far as Doomed are concerned, this should provide a very good starting point.
I'll go for a Demonologist after I finish the Slinger, though, I think. Unless someone beats me to it.
I'll go for a Demonologist after I finish the Slinger, though, I think. Unless someone beats me to it.

-
- Sher'Tul
- Posts: 1293
- Joined: Wed May 22, 2013 2:39 am
- Location: Halifax, Nova Scotia, Canada
- Contact:
Re: What class should I write a guide for?
If you are unsure what guide you should write and are looking to create a guide to help new players with, you should first probably spell out what types of character types and builds you enjoy playing. That will likely help you out in narrowing down a list of guides people can ask you to write.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: What class should I write a guide for?
Good point...
I have won with Cursed, Doomed, Marauder, Bulwark, Doombringer, Archer, Anorithil, Sun Paladin and Reaver so far, I think.
I enjoy playing any class, particularly if it can be based on procs or wield mindstars.
I have won with Cursed, Doomed, Marauder, Bulwark, Doombringer, Archer, Anorithil, Sun Paladin and Reaver so far, I think.
I enjoy playing any class, particularly if it can be based on procs or wield mindstars.

-
- Sher'Tul
- Posts: 1293
- Joined: Wed May 22, 2013 2:39 am
- Location: Halifax, Nova Scotia, Canada
- Contact:
Re: What class should I write a guide for?
Of those you listed, the Archer is available immediately to New Players from the getgo in the base game. The Doombringer is available from the DLC. Cursed are fairly quickly unlocked so New Players can likely get decent access to them fairly early - Bulwarks to some extent as well.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: What class should I write a guide for?
The class with which you personally beat Insane or Madness
Topics of my winners:
[39106] [39570] [40395] [40528] [41077] [47980] [48042][48533]
My characters: https://te4.org/user/77557/characters
[39106] [39570] [40395] [40528] [41077] [47980] [48042][48533]
My characters: https://te4.org/user/77557/characters
Re: What class should I write a guide for?
I have never beaten either with any class, nor tried to. Which shouldn't matter, really, as I am writing for normal, not for insane or nightmare.